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Path: usenet.ee.pdx.edu!cs.uoregon.edu!sgiblab!swrinde!howland.reston.ans.net!EU.net!uunet!not-for-mail
From: trofimov@cui.unige.ch
Newsgroups: rec.games.frp.archives
Subject: SUPPLEMENT: DOG2.3 - main rules
Followup-To: rec.games.frp.misc
Date: 13 Oct 1994 13:54:34 -0400
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DEATH
OR
GLORY
Generic role-playing game rules.
Revision 2.3. of October 13, 1994
Draft version.
Copyright (C) 1993-1994 Alexander N. Trofimov Jr.
Copyright Notice :
These records are copyright (C) 1993-1994 Alexander N. Trofimov. The entire
system or any part of it cannot be used for commercial purpose without explicit
written permission of the author. The basic ASCII file version 2.3. can be
copied, printed, referred to and uploaded to any computer archive under
condition that the file stays unchanged as it is, including this copyright
notice. Enhanced formatted edition can be purchased for a modest contribution
of Sfr. 10.- (this way you also become a registered user and all information on
the subject - future releases, supplements, etc. - would be communicated to you
directly).
TABLE OF CONTENTS
1. PREFACE
2. A CHARACTER
2.1 MAIN ATTRIBUTES
2.2 SKILLS
2.3 CARRY A WEIGHT
2.4 MISCELLANOUS
2.5 RACIAL DIFFERENCES
2.6 ORIGIN AND SOCIAL RANK
3. FIGHT
3.1 HAND TO HAND COMBAT - WEAPONS
3.2 HAND TO HAND COMBAT - RESOLUTION
3.3 DISTANCE COMBAT - WEAPONS
3.4 DISTANCE COMBAT - RESOLUTION
3.5 COMBAT RESOLUTION - OTHER RULES
3.6 HITPOINTS
3.7 DAMAGE BONUS:
4. ARMOUR & PROTECTION
5. TIREDNESS
PREFACE
The following is an essay of creating a generic system of rules for a role-
playing game. The system was designed to satisfy both playability and relative
reality requirements, as the author understands it, meaning essentially the
following technical features :
- no EXP
- no levels
- no classes
- based on an extensive system of learn-by-doing skills
- keeping track of tiredness
This book (he-he!) of rules is written for the people, who know what "
3D6+2" stands for and who have already played at least some kind of computer
adventure game. The current version of rules is playable but yet not finished.
This generic rules are just game mechanics - character, fight resolution etc.
without background or something. The rules are being changed all the time,
additions and comments (FOOTNOTE: Including orthographic and stylistic errors
you mention - my English is not perfect.) are welcome.
Still to be improved:
- the grammar and the style
- comments to most of the numbers
Still to be implemented :
- introduction for the people who never have played a RPG
- mental diseases
- exact moving, jumping, climbing and swimming rules
- herbs, drugs and poisons supplement
- psionics supplement (this is not for soon)
- table of encumbrance of common objects
- translation of the system into French and / or Russian
Have fun, ladies and gentlemen . . .
Alexandre Trofimov
Mailing address : 29, av. de Vaudagne
1217 Meyrin
Switzerland
Internet e-mail: trofimov@cui.unige.ch
ircnick : 'Gun'
A CHARACTER
Main attributes
The main attributes for player characters usually vary from 3 to 18,
the median value situated between 9 and 12. All implementations include 12 of
the main attributes. Magic using systems contain two more attributes; systems
with psyonics / supernatural mental abilities contain one more. Depending on
the GM(FOOTNOTE: Stands for Game Master - remark for those who are not
accustomed to rpg slang) you play with, four different ways of attributes
generation may be used :
1st way (the most severe, the most boring also) : the values are rolled with
3d6. The first roll goes for the first attribute, the second roll goes for the
second attribute, etc.
2nd way : the values are rolled as in 1, but the player can choose the values -
attributes assignment.
3rd way (the way used by the author) : the values are rolled as in 2, but the
player makes a number (usually one more for every 3 attributes) of additional
rolls and ignores the lowest results. Example - for a system with 12 attributes
a player rolls 16 times 3d6 and distributes 12 values as he wants (ignoring the
lowest 4).
4th way (works with kind GMs) : a player receives a number of points (usually
between 11 and 14 for each attribute) and distributes these points as he wants,
(minimum 3 points per attribute, maximum determined by GM - 18 or 21 are good
values). Example - a moderately kind GM gives 12 pts per attribute - for a
system with 15 attributes 15*12=180 points are to be distributed.
Exceptionally some of the characteristics reach 21 or even 24, when some
racial, professional etc. bonuses are cumulated, but this is rather rare. After
an attribute has been established, it is almost never changed (FOOTNOTE:
Exception is made for Magic Aptitude which actually does progress with practice.
See detailed description in "Realms of Magic" supplement). Only a superhuman
effort or hardest work can make it progress a little. For example a year of
pulling oars on a galley can possibly increase strength or constitution by 1 (
one). Of course, the attributes of non-player races are not limited by 18 or 24,
for example the strength of a wyvern is about 50 or 60.
12 attributes present in all implementations :
SPEED (SPD): determines how fast a character moves.
STRENGTH (STR): no comments.
ENDURANCE (END): determines how fast a character gets tired. Also bigger
endurance characters are more difficult to cut into little pieces.
CONSTITUTION (CON): determines how BIG a character is. Characters with bigger
constitution can endure more wounds before they get killed.
FIGHT (FIG): all that is relative to hand-to-hand fight.
ACCURACY (ACC): all that is relative to throwing or shooting.
AGILITY (AGI): determines the speed of character's reactions.
HANDWORK (HAN): determines whether a character can build (forge, cut, knot,
sew etc.) something.
COMMAND (COM): general authority while hiring other people's services or
getting hired.
INTELLIGENCE (INT): no comments.
CALM (CLM): how bold the character is.
SOCIABILITY (SOC): how nice and pleasant a character is.
2 magic - related attributes :
RESISTANCE TO MAGIC (RM): no comments.
MAGIC APTITUDE (MA): general ability of using magic; see 'Using Magic' supplement
1 psyonics attribute :
MENTAL POWER (MP) : general ability of using paranormal mental powers - the
detailed supplement entitled 'Powers of Mind' is probably to be drafted in the
months to come
Main attributes are sometimes used directly in game mechanics to determine
the result of the actions, where skills are rather difficult to define. For
example to determine whether a character has avoided a falling rock, a player
has to roll 1D20 under AGI (to see if he noticed it) then under SPD (to see if
he was speedy enough to avoid). In that case a result less or equal than the
attibute means a success (1 = critical success), otherwise it's a failure (20
is a critical failure). The meaning of 'critical success / failure' is the same
as for skills (see below).
Skills
The skills form the basis of the system. All skills represent percentile
probability to succeed in doing something in 'normal conditions'. If a player
rolls less or equal than his skill value with 1D100 - it's a success, otherwise
hmm, well (FOOTNOTE: However, not all the events are evaluated through 1-100
scale of skills. Sometimes the main characteristics are used instead with a
1D20 die roll - for example a player has to roll under RM to determine whether
his character was influenced by a magic spell.). 01 is success (a critical one !
- see below) even for skills with zero or negative percentage. The 'normal
conditions' mean the standard conditions of the skill usage; for example
Swordsplay skill of 43% means that a character has 43% probability to hit an
enemy in 'normal conditions' of hand-to-hand fight. Also even if a character is
very good in Hunting, the chance of catching smth in a desert is very small, so
Hunting - 50% would probably be a good value to be used in that case.
A value of 100 on 1D100 rolled under a skill (also 99 for skills with less
than 50%) is a critical failure and is always (!) to be penalised - for example,
if a character was repairing his machine gun (rolling under Gunsmith) and had
100 - he breaks his instruments (or his machine gun) or a bullet explodes in
the gun chamber while testing (inflicting some damage) etc. The GM decides for
the appropriate penalty.
A roll of less than 1/10 of the skill value (rounded down) is a critical
success and means that the result is the best possible. A critical sucess gives
a possibility to augment the skill value by 1D10 under condition that 1) 1D100
rolls more than the skill; 2) 1D20 rolls less than the corresponding
characteristic. Thus skills with bigger values are harder to make progress.
Also if a character has a high attribute - it is easier to learn corresponding
skills. Corresponding attributes are given in parenthesis after the skill names;
if no attribute is given - the 2nd roll is unnecessary.
All skills are subdivided into skill groups : Moving, Perception etc. Every
skill group has its own basic chance of success, called bonus, i. e. the
probability of doing something even if you've never did it before. Bonuses are
marked in parenthesis just under the groups names. Usually all characteristics
above 12 and below 9 (out of the standard limits) do influence bonuses. For
example, for every point of SPD and AGI above 12, you add 1 to Moving bonus,
and for every point below 9 - substract 1. Corresponding bonuses are added to
the skills. Negative bonuses are also possible. Dodge skill has a special bonus,
nothing to do with general Acrobacy.
Example : a character with 15 HAN (Handicraft bonus (15-12)*2 = 6) has a 6%
basic probability to pick a lock, even if he has never done it before.
There are also 5 special skills, reflecting the 5 general physical abilities
of a person - See, Hear, Smell, Taste and Feel. These skills are rolled as 39+
2D10 (median value 50). Race modifiers +/- 10 can be applied. These 5 skills
never progress (thought they decrease sometimes due to physical injury).
General skills, present in all implementations :
Moving: Bonus = (AGI, SPD + >12, - < 9)
Ambush (AGI)
Hide (AGI) (10%)
Robbery (AGI)
Stealth (SPD) (10%)
Observation: Bonus = (See+Hear+Taste+Smell+Feel) / 40 [rounded down]
Pathfind
Search
Perception
Traps Detection
Acrobacy: Bonus = (STR, AGI + > 12, - < 9)
Climbing (STR) (10%)
Dodge (AGI) Bonus = (FIG, AGI + > 12, - < 9)
Equilibrium (AGI) (10%)
Fall (CON)
Horseback Riding (AGI)
Swim (CON)
Weapons:
Melee weapons (FIG) Bonus = (FIG + >12 * 2, - < 9 * 2 +
Attack: STR + > 12, - < 9
Parry: AGI + > 12, - < 9)
Distance weapons (ACC) Bonus = (ACC + >12 * 2, - < 9 * 2, STR +>12)
Weapons bonuses reflect the ability of fighting using a completely new weapon.
If these bonuses are < 3, use 3% basic chance instead. Weapon skills are very
implementation-dependent. Examples : Swordsplay, Axeplay, Staff, Handfight,
Pistol, Sumbachine gun, Artillery, Energy gun.
Handicraft: Bonus = (HAN > 12 * 2, - < 9)
Carpenter (HAN)
Gemcutter (HAN)
Knot (HAN)
Leatherwork (HAN)
Masonry (HAN) - ability of building houses with stones and/or wood
Metallurgy (HAN) - ability to produce metals from crude ore (having
adequate equipment, of course), a value of more than 40% gives 10% in
Metalsmith, if it was not known yet.
Metalsmith (HAN) - ability to produce objects from metal pieces, a value of
more than 40% gives 10% in Metallurgy, if it was not known yet.
Picklock (HAN)
Stonework (HAN) - a value of more than 40% gives 10% in Building, if it was
not known yet.
Tailor (HAN)
Trapmaking (HAN)
Underground construction (HAN) - includes Mining, a value of more than 40%
gives 10% in Masonry, if it was not known yet.
Communication: Bonus = (SOC + > 12, - < 9)
Eloquence (INT)
Persuade (SOC) (10%)
Trading (SOC)
Knowledge: Bonus = (INT + > 12, - < 9)
Cartography (INT) - a knowledge of more than 60% results in 10% Orientation skill
Knowledge of plants (INT) - see tables, a knowledge of 30% or better
gives 10% in Knowledge of poisons, if it wasn't learned before.
Knowledge of poisons (INT) - see tables, a knowledge of 30% or better gives 10%
in Knowledge of plants, if it wasn't learned before.
Naval manoeuvres (INT) - A knowledge of 40% gives 10% in navigation, if not
acquired yet.
Navigation - a knowledge of more than 40% requires at least 10% in Cartography.
History (INT)
Others:
(3% basic chance)
Cooking
Dance (SPD)
Farming
First aid
Fishing
Hunt
Last aid
Music
Sing
Cannot be chosen:
(3% basic chance)
Imitation
Lips reading
Orientation
Seduction; Bonus = (SOC +> 12*3)
Torture (CLM) -
Non-percent:
6th sense
Ambidexterity
Carry a weight
To every object in the game, a value called the object's encumbrance is
associated. This is not really a weight and not really a size, but a measure of
how awkward an object is. The encumbrance of a person is calculated as CON*20+
100. The maximum encumbrance a character can carry without penalty is usually
STR x 30. Every 50 ENC over the limit increase all tiredness penalties (see º6.
Tiredness) by 1 and reduce AGI and SPD scores by 1 also. Hardly loaded
characters are almost unable to make complicated jumps, dodges, climbs etc. See
Appendixes for a table of encumbrance of commonly used objects.
Miscellanous
Mental Health points reflect the character's capacity of absorbing
violent mental shocks and horrific visions before going crazy. The initial
value is calculated as CLM*2. The points are getting lost little by little and
are very difficult to recover. When MH is 0 the character goes nuts.
A player may choose the race of his character, refer to paragraph 2.2. for
detailed description
The age of a character is either chosen with respect to the race
limits or determined as in race description.
The height of a character is either chosen with respect to the race limits or
determined as in race description.
The weight of a character is calculated as CON*6 + (Height -175)
A character can choose 1D4+4 supplementary skills at ╜D100% each (see º2.4.
Skills). Do it after choosing the character's origin in order to avoid
collisions.
Racial Differences
Virtually all RPGs allow a possibility to play characters of
different races. This system is not an exception. A player may choose the race
of his character, then some modifiers apply to his attributes and skills. The
human race is usually considered as a point of reference.
Examples of races - Elves, Dwarves, Giants, Space Aliens etc.
Example of race design : Caveman
SPD +1D3; STR +1D3;END +1D4; CON +1D4; AGI -1D3; HAN -1D3; INT -1D3;
CLM +1D3;
RM -1D3; MA -1D3; SOC -1D3
Strong, stupid and fearless. An early branch of human civilisation, living
in caves and in small cabanas, Cavemen live with hunt : +10 % Hunting skill.
The #1 weapon is a mace. They are absolutely unable to understand magic and
usually get puzzled when they see its manifestations. Cavemen make excellent
hand-to-hand fighters.
Origin and social rank
Any character before going out adventuring was doing something all his
life. The profession he exercised is called the character's origin. When
choosing the origin, a player can express his wishes to play a character of one
particular origin (for example a thief or a fighter or a spaceship pilot), then
he rolls D100 three times. If one of the rolls is what the player wants - he
gets it, otherwise he takes the last roll result. Below there is a example
table of origins for the five player races of the early-medieval fantasy
supplement (refer to the supplement for details). Some of the origins require a
specific attribute to be no less than 12 - for example HAN >= 12 is required to
be a Craftsman (see 'required' in the table below). If the origin rolled
requires a specific attribute that a character hasn't - reroll until an
acceptable result occurs.1D100 :
required Human Dwarf Cavemen Forestman Lizardman
Barbarian - 1-10 1-50 1-30 1-20
Craftsman HAN 12 11-20 1-40 31-35 21-30
Fighter FIG 12 21-40 41-80 51-75 36-45 31-55
Hunter * ** - 41-50 76-100 46-80 56-70
Merchant ** SOC 12 51-60 81-85 81-90 71-80
Peasant * - 61-65 76-90
Priest ** INT 12 66-75
Seaman - 76-90 86-95 91-95 86-95
Thief * ** AGI 12 90-100 96-100 96-100
*) cannot be noble
**) cannot be slave
When designing a world, one can implement different social grades through a
value called 'Social Rank'. This is a rather simplistic example of how it can
be done :
SOCIAL RANK : 1D100 :
1-5 Noble 5-95 Common 96-100 Slave
Slaves roll 1D100 one more time: slave - born slave; common or noble -
became slave
A slave has 5% of mischance (less than 5 with 1D100) to have a stamp on
his front.
Of course, different social ranks have different aptitudes and skills.
FIGHT
The fight system is more or less common to all rpg systems - in a round
of fight (about 3 seconds) every character says what he does, the GM acts for
NPCs (FOOTNOTE: Non-Player characters) and enemies.
The order of attacks is determined using AGI. The higher it is - the faster a
character strikes. If two character have equal AGI, their actions are
considered as simultaneous.
Hand to hand combat - weapons
There are roughly 4 basic types of melee weapons (evaluated by the
criteria of weight / encumbrance) - Small, Medium, Large and Huge. A character
needs to have a certain STR to handle normally each type of weapon. The weight
adjusts also the probability to hit an opponent. Insufficient strength reduces
it by 10% for each point missing.
Types of weapons :
Type Minimal STR Attack adj. Damage
Small (S) 10 +10 % 1d6
Medium (M) 12 none 1d10
Large (L) 14 -10 % 2d6
Huge (H) 16 -20 % 3d6
Some examples of hand-to-hand weapons (refer to the Early Medieval
supplement for more examples) :
Weapon Type Minimal requirements Encumb. Length
AGI FIG
Dagger * 1d4 - - 10 20-45
Short Sword S 7 7 40 60-80
2-handed Sword H 13 12 130 150-180
Boarding axe (2-h) H 9 12 100 180
Club S 7 7 40 60-120
Chainsaw ** H 10 12 120 70-100
Fist - - - - -
Fist + knuckles S - - - + 10 -
*) Such small weapons do not require any STR to be handled correctly; still
have +10% to attack.
**) This one of course will not be found in the early medieval supplement (.
Shields may also be small, medium, large and huge, giving +10, +20, +30 and +
40% respectively to parry a blow. One may also hit with a shield, but the
damage done is just as for a small weapon (actually this is a push).
Of course, not all possible weapons fall into either S, M, L or H category.
Very small weapons such as Daggers, Knuckles etc. usually strike less than 1d6
still with +10% to attack, but do not require any minimal STR to be operated.
Magic weapons, super-duper sharp edge weapons or any other unusually violent
stuff may have a certain + or even follow completely different rules.
Hand to hand combat - resolution
There are 3 main skills to consider when resolving a hand-to-hand
fight - attack, parry and dodge scores. An attacker rolls 1D100 under his
attack score (adjusted by weapon weight, if necessary), then his opponent
decides if he wants to dodge or parry the blow, rolling under the corresponding
skill (also adjusted by weapon weight). A character can parry multiple blows
per round, but every next parry has 20% less of success probability. The
probability of success of every next dodge in the round is 20% less, than of
the preceding. Every next dodge the character makes (or tries to make) in the
round reduces his next attack capacity of 10%. Note that throwing weapons are
more difficult (-10 to -20 skill) to dodge than normal hand-to-hand, arrows and
crossbow bolts are extremely difficult to dodge (-50 is a good value) and gun
bullets are virtually unavoidable. Of course, it is possible to avoid something
only if a character is aware of this "something" happening.
A critical blow happens on a result of less than 1/10 (rounded down) of the
blow's attack score.
01 is always critical. A critical blow effects in the following :
ò a character rolls one more time under his attack score, just as he was
striking again, and adds the damage value to the damage of the initial blow. If
the second result is also critical - repeat the procedure again until not
critical or missed.
ò if one tries to parry a critical blow, his weapon breaks. If the parry is
successful, no damage is done, but the weapon breaks however. Exception is made
only for very high quality or magic weapons, that only have a special
probability to break or to be blown away from the opponent's hand.
ò if a critical blow does any damage, the armour of the blow's victim gets
broken. Exception is made for very high quality armour, such as turtleshells,
dwarven chains and steel plates, as well as magic armour, that only have a
special probability to break.
A critical parry happens on a result of less than 1/10 (rounded down) of parry
score (01 is always critical) and effects in breaking the opponent's weapon.
Exception is made for a super-duper attack stuff (see above), which is either
broken or blown away from the attacker's hand.
If a critical parry meets a critical blow, both weapons get broken.
In the beginning of every round a character can declare to total attack
somebody, i. e. to forget the defence and attack a single target with blind
rage - +20% to attack score, but -30% to dodge and parry skills. In like manner
a character can declare acting in total defence - +20 dodge and parry, but -30
in attack.
The blow / shot can be directed exactly where a character wants, but with 20%
penalty for the head, 10% penalty for legs and arms and 5% penalty for torso -
see also Combat Resolution/Location of a blow.
The damage of a blow is (Weapon Damage) + (STR/CON Bonus) - (Opponent's Armour)
..
Example : Character #1 strikes Character #2. Char#1 uses a long sword (medium
weapon - damage 1d10) and has attack score at 50%; Char#2 has parry score at 40%
and wears an iron chain mail. Character #1 rolls, say, 43 with 1D100. It is
less than attack score, so it is a success. The opponent tries to parry - 1D100
= 67, oops - it is more than his parry score, so he did not manage to parry the
blow and receives 1D10+(char#1 hit bonus [see º4.3. Damage bonus], for example
4); He rolls 7 with 1D10, and finally 7+4=11. Character #2 receives 11 - 4 (
iron chain mail protection, see $5.Armour and protection) - 1 (natural
protection of a typical human body, see $5.) = 7 points of damage.
Distance combat - weapons
All shooting and throwing weapons are characterised by several values :
Short, Medium, Long and Limit distances of shooting/throwing and damage
inflicted by the weapon.
Most of the personal medieval projectile and throwing weapons may be roughly
classified into 4 categories - Small, Medium, Large and Huge - just as hand-to-
hand weapons, requiring a certain STR score to be operated correctly.
Type Minimal STR Damage
Small (S) 10 1d6
Medium (M) 12 1d10
Large (L) 14 2d6
Huge (H) 16 3d6
Firearms do not follow this scheme (FOOTNOTE: Comparing firearms and not-
firearms worlds one may find unrealistic that a long bow and a light assault
carbine do more or less the same damage. This is rather questionable - I do
agree, but these are the most "playable" numbers I could find. Open for
suggestions.) - one needs just to be strong enough to pull the trigger in order
to fire a heavy machine gun.
Some examples of distance weapons (for more examples as well as some
additional rules refer to the supplements "Early Medieval" and "Modern Firearms"
) :
Weapon Min AGI Distance Damage
Close Medium Far Limit
Long bow 9 3-10 10-20 20-40 80 M
Composite bow 11 3-15 15-30 30-60 100 L
Javelin 10 - 3-15 15-25 30 L
Throwing knife 9 3-5 5-10 10-15 20 S
Stone 5 3-5 5-10 10-15 25 S
Medium Pistol - 2-10 10-30 30-60 80 1D6+2
Shotgun - 2-20 20-40 40-60 100 2D6+3
Medium Rifle - 10-30 20-300 300-600 800 2D6+2
Med. Cannon - 200-700 700-1.5k 1.5k-3k 5k 6D6
ñ For shooting weapons that cause damage by the kinetic energy of the
charge / projectile and not by an explosion, fire or magic, the modifier +1, 0,
-2, -4 is applied to the damage on short, medium and limit distances
respectively.
Distance combat - resolution
The Probability to Hit (PH) value is calculated as :
+ Shooter's Skill
+,- Target Range Modifier
+,- Target Speed Modifier
+,- Target Size Modifier
- Target Visibility Modifier
- Wind Modifier
Target Range Modifier : assuming that weapon skills are measured in
percents - modifiers +10, 0, -20 and -50 are to be applied for the short,
meduim, far and limit distances respectively, i. e. medium distance is the
standard shooting range, shootig at close range is relatively easy and shooting
at far distances requires some training. As for the limit distance - it is the
range, where projectiles are still lethal and non-accidental successful hits
are still possible (but one still has to be a sniper to shoot, say at 900 -
1000 m with a medium assault carbine).
Target Speed Modifier :
SPD Modifier Example
0-5 + 10 Still, crawling or slowly moving person
5-10 0 Normally walking person
11-20 - 10 Quickly moving, running human
30-50 - 30 Jeep-type vehicle, running horse
40-80 - 40 Main tank - type vehicle, flying dragon
300-500 - 60 Combat helicopter
800-1000 - 80 Jet
Target Size Modifier :
Size Modifier Example
Very Small - 50 Mouse, Space between a chain mail and helmet
Small - 20 Human head, Gun-slot
Rather Small - 10 Human torso, Mashine-Gun slot
Medium 0 A person
Rather Large + 10 A window, a motorbike, a horse
Large + 20 A group of people, a jeep-sized vehicle
Very Large + 30 A strategical bomber - sized airplane, a medium-sized dragon
Huge + 50 A building
Target Visibility Modifier :
Visibility Modifier Example
Awful - 40 Jungle, Thick smoke or mist
Bad - 30 Thick forest, Ruins of a building
Poor - 20 Light Smoke or mist, Light Bushes
Fair - 10 Rain, Snow
Good 0 Clear daylight
Wind Modifier : is greatly direction- and distance-dependent, that's
the reason why a more or less precise scale is difficult to establish. Common
sense of GMs is to be applied to. Even a slow breeze can give up to -20% PH
modifier if the target is at the limit distance and the breeze is perpendicular
to the line of fire.
Combat resolution - other rules
Mastership of weapon :
ò (90 or more Attack score - melee) - receives an additional blow at 30%. This
additional blow does progress also, but requires 2 critical rolls of that 2nd
blow instead of 1 to get augmented, and in case it reaches 90, the 3rd blow
appears at 30%, requiring 3 criticals to be augmented and so on . . . Every
additional blow adds +1 to the damage, made by the master's blows. Example : a
master of Swordsplay having 97% 1st (normal) blow, 91% 2nd (1st additional)
blow and 42% 3rd (2nd additional) blow has +1 +1 = +2 bonus to all his sword
blows. Hands-and-feet fight mastership has +2 damage bonus for every next level.
ò (90 or more Parry score) - receives an additional blow at 60% after a
successful parry (with 20% cumulative penalty, i. e. an additional blow after a
second parry in round is at 40% and after the third at 20%).
ò (90 or more Attack score - distance) - can choose to fire 2 arrows (throw 2
javelins, knifes, darts, axes etc.) per round at 40% each instead of one at >90%
.. Attack score for these 2 shots (throws) does progress as the 2nd blow of a
melee weapon master =2 criticals to get promoted (when reaching 90% - the 3rd
one appears. Just as the 3rd blow in melee it needs 3 criticals to get
augmented etc.).
A critical failure - a general rule applying also to fighting skills (see also
º 2.4. Skills). For example, if it is an attack mischance, a character slips
and falls on the ground, breaks his weapon or injures himself.
ñ The location of a blow / shot can be determined as follows - reverse the
digits of the attack roll (for example 23 transforms to 32) and consult the
following table :
Head : 1-10
L. arm : 11-20
R. arm : 21-30
Torso : 31-70
L. leg : 71-85
R. leg : 86-99
Hitpoints
Hitpoints are the measure of how many wounds a character can endure
before the Death takes him. The initial (maximal) value is calculated as CON +
every point of END > 12 added, < 9 subtracted. All blows, punches, kicks, etc.
the char receives temporarily reduce the amount of HP rest.
The points of damage actually received are to be subtracted from the current
amount of Hit Points remaining and if the result is negative - the character
may die - see table below for negative HP results description. . Serious wound
is MaxHP/2 rounded up - when a single blow gets more than half of maximum HP of
a character, the consequences are rather serious - he suffers 1 HP every round
until medical assistance applied.
Negative HP table :
-1,2,3 : unconscious
-4,5 : gravely wounded
-6,7 : mortally wounded
-8,9 : comatose
-10 < : dead right away
During some rounds there is a possibility to recover a badly wounded
character from his half-dead state to -1 or -2 HP, so that he may survive. One
attempt of each type of healing (first aid, spell, potion or any other form of
magic and non-magic healing) can be done per 2 rounds. Every 2 rounds a char
with lower than -3 HP looses one more HP if a roll 1d20 under END is
unsuccessful and if the wounds are not stabilised by any means. When a
character reaches -10 : death takes him.
Damage bonus:
Stronger and bigger characters naturally do more damage than smaller and
weaker ones. The following bonus applies to any attack a character makes.
STR+CON Weapon bonus
<20 3
20-25 4
26-27 5
28-31 6
32-37 7
38-42 8
>42 9
Of course this bonus doesn't go for bows, crossbows, catapults, guns and all
other weapons where the Strength of a character does not influence the energy
of the projectile.
ARMOUR & PROTECTION
It is a well known fact that the same blow received by two different people
does different damage - the natural ability to stand blows is called Natural
Endurance effect (does not apply to the head). Every blow's damage is reduced
by this amount - the natural endurance can be considered as a permanent piece
of armour.
END protection
< 9 no
9 - 14 1
15 - 18 2
> 18 3
Depending on the world you play in, different armour plates can be put on the
character so that he does not get killed right away. Here are some examples of
armour (refer to the supplements "Early Medieval" and "Modern Firearms" for
more information) :
Armour: protection burden
Leather 1 0
Iron chain mail 3 1
Steel plate 6 2
Dragonskin armour 12 2
Light Bullet Proof Shirt 6 1
Super Heavy Kevlar Vest 15 3
The burden of armour is to be added to the following losses of fatigue points :
LW, HW, M, FM & R (see º6. TIREDNESS). Some of the medieval armours can be '
plated', i. e. used with metal plates over the main armour. In that case the
protection is augmented by 1, the burden value remaining unchanged. Helmets
cannot be 'plated'. The burden value of head protection does not influence
tiredness.
When a piece of armor receives a critical blow - its protection value is
decreased by 1. The armour points lost this way can be restored by a skilled
craftsman.
TIREDNESS
In a perfect physical condition, a character has 100 fatigue points.
Losses and recuperation of fatigue points:
one hour of daylight activities : - 1
one hour of march : - M
one hour of forced march : - FM
one minute of run (full equipment) : - R
one minute of run (no equipment) : - 1
1 min. of fight using light (ENC <= 70) weapon : - LW
1 min. of fight using heavy (ENC > 70) weapon : - HW
sleeping less then 7 hours per day -5 per 1h < 7
1 hour of sleep recovering + 5
1 hour of rest recovering + 1
For tiredness calculation purposes, consider bow shooting as fighting using a
light weapon. Note that fighting tiredness is given for 1 minute = 20 rounds of
fight. If a character was using different weapons during that time - the
hardest penalty applies. Uncomplete 20 rounds are considered as 1 min. light
weapon fight.
FIG + STR + END LW HW END*2+CON M FM R
< 27 6 7 < 27 7 9 5
27 to 35 5 6 27 to 35 6 8 4
36 to 45 4 5 36 to 45 5 7 3
46 to 53 3 4 46 to 53 4 6 2
> 53 2 3 > 53 3 5 1
MOVEMENT
Jumping
Climbing
Swimming